Hennet

Chai Kai's page

50 posts. Organized Play character for Bearded Ben.


Classes/Levels

Nonraging: HP 70/70, Fort +10, Ref +6, Will +6, AC 21, T 13, FF 19, Percpt +11, DR 3/-, Fire Resist 1

About Chai Kai

Chai Kai, "Sunder Specialist" - Barbarian (Invulnerable Rager) 6 (PFS # 60867-6)
Neutral Medium Humanoid (Human Male)
Init +2; Senses Perception +11

--------------------
DEFENSE
--------------------

AC 21, touch 13, flat-footed 19 (+7 armor, +2 dex, +1 deflection)
HP 70 (6d12 + 18 con + 5 FCB)
DR 3/-, Fire Resist 1
Fort +10, Ref +6, Will +6

Raging
AC 17, touch 13?, flat-footed 19? (+7 armor, +2 dex, +1 deflection, -2 rage, -2 reckless abandon)
HP 88 (6d12 + 36 con + 5 FCB)
DR 3/-, Fire Resist 1
Fort +13, Ref +6, Will +8
Vs Spells Fort +16, Ref +9, Will +9

--------------------
OFFENSE
--------------------

Speed 30 ft. (40 light or no armor)
Melee +1 Adamantine Nodachi +11/+6 1d10+7 18–20/×2
Melee mwk. Nodachi +11/+6 1d10+6 18–20/×2
Melee Cold iron Hooked Lance +10/+5 1d8+3 ×4
Melee Silver Warhammer +10/+5 1d8+3 ×3
Melee Large sap +8/+3 1d8+4 ×2
Ranged Sling +8 1d4+4 ×2 (Range 50 ft, 36 bullets)

Raging, Power Attacking, Reckless Abandon
Melee +1 Adamantine Nodachi +13/+8 1d10+16 18–20/×2
Melee mwk. Nodachi +13/+8 1d10+15 18–20/×2
Melee Cold iron Hooked Lance +12/+7 1d8+15 ×4
Melee Silver Warhammer +12/+7 1d8+15 ×3
Melee Large sap +10/+5 1d8+15 ×2
Ranged Sling +8 1d4+6

+2 damage vs. spellcasters while raging

Note:
mwk composite longbow (+4 strength) and 40 arrows. -802 g
ranged +9/+4 1d8+4 ×3

masterwork stealth boots -50 gp

--------------------
STATISTICS
--------------------

Str 18, Dex 14, Con 17, Int 10, Wis 12, Cha 7
Base Attack +6; CMB +10 (+2 while sundering, +2 while raging); CMD 22 (+2 vs sunder, +2 while raging)
Feats Armor Proficiency (Light/Medium), Shield Proficiency,

Power Attack, Improved Sunder, Raging Vitality, Extra Rage Power
Armor Check Penalty -3
Favored Class Barbarian (+5 hit points, +1 skill rank)
Skills Acrobatics +5 (3), Climb +5 (1), Craft (Bonsai) +4 (1), Diplomacy +7 (5), Intimidate +2 (1), Knowledge (arcana) +1 (1), Knowledge (local) +1 (1), Knowledge (nature) +7 (4), Knowledge (planes) +1 (1), Knowledge (religion) +1 (1), Perception +11 (6), Profession (Sailor) +2 (1), Ride +3 (1), Spellcraft +2 (2), Stealth -1 (0), Survival +5 (1), Swim +5 (1)

Languages Common, Tian

Equipment:
+1 Mountain Pattern Armor
Wand of CLW (25)
Cloak of Resistance +2
Mwk backpack
Potion of CLW
Potion of Lesser Restoration
Pen, ink, 18 sheets rice paper
crowbar
ioun torch
ring of protection +1
amulet of natural armor +1
oil of magic weapon
troll styptic (2)
potion of touch of the sea
earplugs
50 ft silk rope & grapple
wayfinder
alchemical grease
Cracked I. Blue Spherical Ioun stone (Perception)
Noble's outfit

Cash 1937 gp
Prestige/Fame 5/31
XP 17
Encumbrance Light (105 lbs) [lt 116, med 233, hvy 350]

--------------------
RACIAL ABILITIES
--------------------

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

--------------------
SPECIAL ABILITIES
--------------------

Traits: World Traveler (You gain a +1 trait bonus to Diplomacy, and it is always a class skill for you.), Mind over Matter (You gain a +1 trait bonus on Will saving throws.)

Deity: Irori

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2
additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points.

While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Rage Powers Taken:
Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Reckless Abandon (Ex): While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Witch Hunter (Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power.

Spell Sunder (Su): Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. A barbarian must have the witch hunter rage power and be at least 6th level before selecting this rage power.

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one [hot]) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance [fire] for every three levels beyond 3rd. This ability replaces trap sense.